SirCritical wrote: »How the hell could it be dangerous in PvE?! Which mob from yesterday's trial run are you, seriously, to complain?!
Chudan, warrior, mini monster on final boss in bloodroot.
Doctordarkspawn wrote: »"Tactically block" my tookus.
They want to please a PVP playerbase who the majority of content isn't produced for.
ADD THE COST INCREASE TO BATTLE SPIRIT. STOP SCREWING THE REST OF US.
SirCritical wrote: »How the hell could it be dangerous in PvE?! Which mob from yesterday's trial run are you, seriously, to complain?!
SirCritical wrote: »Rohamad_Ali wrote: »Rohamad_Ali wrote: »Good . Tanks can cry all they like it was out of control . Good job Wrobel .
This is a PvE thread . If a PvE tank killed you or you failed to kill them , I don't know what to say . If a PvP tank killed you , lol that's even worse ^^If you are using a storm atro parse here, there is no reason why you wouldn't be able to sustain on that fight in this coming patch anyway. Nothing will change for that fight at all. Or any ranged fights for that matter where you are going to use blockade.
What buff uptime are you losing, a heavy attack takes 1 second, I don't understand what buff you are going to be losing.
Rakkhat Barrage . You will be blocking at least 10 hits back to back , which will consume at least 330 stamina , while using Absorb Magic . That's almost 10k stamina , just like that . Without having any time to actually debuff boss .
What about axes ? Will you drop block to heavy attack which will make you take several 5k hits in that small window ?
While tanking warrior , will you take the chance of getting knocked back to adds attack ? They are almost instant you know ...
I play with at least 120 ping and to be honest , I am not gonna do any of these unless I have to .
Anyway , I hope you are right . I really do .Why not balance PvP permablocking with Battlespirit nerfs? ....sigh
Because ZOS ^^
ZoS has stated many times they do not balance PVP and PVE separate so if you make a thread about blocking it involves both PVP and PVE . There are no PVE only threads on balance . You assume too much like I don't have a perma blocking tank that people can't kill without a Zerg . You are too emotional about the issue to see clearly and just make accusations . PVE is rediculous easy . If this change makes you walk away from tanking , it is you , not I that needs to L2P and GitGid lol .
If you'd be right, then Battle Spirit wouldn't exist at all. Stop spreading lies pls. This nerf is one of the worst, almost equal to stamregen nerf when blocking. I was really waiting for a thread like this from Liofa, and feared his math results. I'm very upset because of those numbers. Our guild completed vAA HM yesterday, for the first time. I was handling 5 axes. I dunno how this will be possible with this block cost increase. This was just an example. You know, these changes like this will widen the hatred between PvEers and PvPers. Let's state that this is a PvP oriented game, then we'll have the reason finally why we leave. This isn't true ofc, since I really like this game, but the infinite nerfs don't help in any balance.
It's possible to hold 8, and mages and boss.
SirCritical wrote: »How the hell could it be dangerous in PvE?! Which mob from yesterday's trial run are you, seriously, to complain?!
Chudan, warrior, mini monster on final boss in bloodroot.
Let's do two different setups . First one with 3 Shield-Play enchants , second one with none .
First setup has 336 block cost while the second one has 520 . Looking at the difference , Shield-Play enchants doesn't seem to be as effective as before . 3 enchants give you a block cost reduction of 184 , which was 609 before the nerf . This brings up the question . Shield-Play enchants are worth it or not ?
So they glyphs will still be pretty effective if I don't use Sturdy in my build, but become less and less so the more sturdy I add. In that case I think I'll farm geodes, transmute everything I have to sturdy and change to magicka recovery ones since that seems more effective because my magicka recovery multipliers can increase that. If I have 3 magicka recovery glyphs I can stack up to 507 magicka recovery, which amounts to about 700 when taking those into consideration. By comparison 8 sturdy armor pieces will give 32% or 554 reduction.
kylewwefan wrote: »So, since they’re changing the math behind blocking now; will footman be good again?
Carbonised wrote: »Doctordarkspawn wrote: »"Tactically block" my tookus.
They want to please a PVP playerbase who the majority of content isn't produced for.
ADD THE COST INCREASE TO BATTLE SPIRIT. STOP SCREWING THE REST OF US.
Typing everything with caps doesn't change the fact that this was just as much about PvE as PvP. ZOS has noticed that tanks spend 10 % of their time tanking and 90 % of their time aiding group dps, putting buffs on raid group, putting debuffs on the boss. And they concluded that the actual tanking must be too trivial if a tank can spend his majority of time and ressources to boost group DPS. And they are right. It's a nice change that tanks actually have to worry more about tanking and less about being a group buff bot. It's not about PvP.
Carbonised wrote: »Doctordarkspawn wrote: »Carbonised wrote: »Doctordarkspawn wrote: »"Tactically block" my tookus.
They want to please a PVP playerbase who the majority of content isn't produced for.
ADD THE COST INCREASE TO BATTLE SPIRIT. STOP SCREWING THE REST OF US.
Typing everything with caps doesn't change the fact that this was just as much about PvE as PvP. ZOS has noticed that tanks spend 10 % of their time tanking and 90 % of their time aiding group dps, putting buffs on raid group, putting debuffs on the boss. And they concluded that the actual tanking must be too trivial if a tank can spend his majority of time and ressources to boost group DPS. And they are right. It's a nice change that tanks actually have to worry more about tanking and less about being a group buff bot. It's not about PvP.
Except if that is the aim here, that's a stupid aim.
If you dont want tanks to support the group, why is the templar tank advised to grab shards? Why the DK tank advised to grab igneous shield?
It's what they are. Tanks are group support. Your logic is stupid and contradicted by ZOS's own advisory tool. It is about PVP, all these changes are allways about PVP. Stop kidding yourself.
You went from typing all caps to calling someone stupid the minute they disagree with you.
Maybe you should take a timeout and blow off some steam
Lightspeedflashb14_ESO wrote: »@Doctordarkspawn while i agree with the spirit of the post you made, there is good reason to run both those skills on a tank, mainly the passives helping hands and spear wall, for the dk dn an temp tank respectively.
Lightspeedflashb14_ESO wrote: »@Doctordarkspawn again while i agree with the spirit of your post, alkosh is a medium armor stamina dps set, or was supposed to be.
Carbonised wrote: »Toc de Malsvi wrote: »You really do not need to use blockade honestly, if you are heavy attacking you can keep crusher up just fine doing that. Heavy attacking does not take long at all, you shouldn't be losing downtimes.I do not see these changes to block cost being anything different than on Live server in terms of sustain, as long as you are heavy attacking you should be fine. Do not forget about when heavy attacking an offbalanced enemy you restore double the resources which you can do every 20 seconds.
There are also more than just 2 synergies that you can use. And maybe groups might be setting up for that now, that would be a nice change of pace instead of just throwing all of your points into penetration CP.
@Nifty2g That is correct except one thing . Heavy attacks cost time which is used for keeping buff/debuffs with higher uptime . I honestly have no idea how I am going to fit heavy attacks while keeping taunt , heroic slash , mountain blessing , blockade and engulfing flames uptime while using balance to keep my magicka up .
Sustaining won't be that difficult if you roll the appropriate race and class for it, and we are end game players, running what is best in slot should not be an issue for anyone.
I agree these are straight nerfs and we keep getting tank nerfs because of PvP which is ridiculous but these nerfs aren't the end of the world, I kinda like these ones as it's going to make tanking a little harder.
I disagree with one point.
Tanks are getting nerfs not only because of PVP, rather also because they are capable of virtually if not entirely abandoning "tanking" sets for damage sets designed to boost group performance.
PVP is what people are whining about, but "tanks" running destro dps skills back bar is a microcosm of how far tanking has shifted.
Truth right there. when tanking is more about keeping up crusher enchants and increasing group DPS, then tanking isn't about tanking any more, and the actually tanking (staying alive) has become too trivial.
I for one like that a tank actually has to use more effort to stay alive and keep ressources, instead of focusing on group DPS. We already have healers pretty much focusing on increasing group DPS, we don't need a 3rd role also focusing on that.
I also think this is something that will force the "ceiling" to be lowered more towards the floor and the less elite and organised groups.
We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
Rohamad_Ali wrote: »Rohamad_Ali wrote: »Good . Tanks can cry all they like it was out of control . Good job Wrobel .
This is a PvE thread . If a PvE tank killed you or you failed to kill them , I don't know what to say . If a PvP tank killed you , lol that's even worse ^^If you are using a storm atro parse here, there is no reason why you wouldn't be able to sustain on that fight in this coming patch anyway. Nothing will change for that fight at all. Or any ranged fights for that matter where you are going to use blockade.
What buff uptime are you losing, a heavy attack takes 1 second, I don't understand what buff you are going to be losing.
Rakkhat Barrage . You will be blocking at least 10 hits back to back , which will consume at least 330 stamina , while using Absorb Magic . That's almost 10k stamina , just like that . Without having any time to actually debuff boss .
What about axes ? Will you drop block to heavy attack which will make you take several 5k hits in that small window ?
While tanking warrior , will you take the chance of getting knocked back to adds attack ? They are almost instant you know ...
I play with at least 120 ping and to be honest , I am not gonna do any of these unless I have to .
Anyway , I hope you are right . I really do .Why not balance PvP permablocking with Battlespirit nerfs? ....sigh
Because ZOS ^^
ZoS has stated many times they do not balance PVP and PVE separate so if you make a thread about blocking it involves both PVP and PVE . There are no PVE only threads on balance . You assume too much like I don't have a perma blocking tank that people can't kill without a Zerg . You are too emotional about the issue to see clearly and just make accusations . PVE is rediculous easy . If this change makes you walk away from tanking , it is you , not I that needs to L2P and GitGid lol .
They not nerfing blockcost in the ground for PvP, they nerf it for PvE. Bad tanks dont were suppost sets and a lot of them fhinks stacking armour is the way to go. ZOS just want that good tanks run real tank sets, just as the bad tanks. And for PvP the cahange will a buff, because we can block more on a normal dk build.
Doctordarkspawn wrote: »We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
We've been adapting for ages.
Now, the only thing we'll be adapting for is PVP's latest temper tantrum.
I repeat: If it does not stop, PVE tanking will eventually hit a point where our ability to manage resources simply will not be able to keep up with the content. People like you who would like the heard to calm down wish ultimately harm upon this game, through indirect means.
Apathy is death. Besides. If we're going to get damage anyway as a result, why not just abolish tanking as an institution at that point? If we're all DPS anyway, why not stop pretending?
Either hold to the trinity, or remove the trinity. ZOS's dilly-dallying on that front hasn't helped the game either.